commit | 3e77dd7d4503a77d6a4ec2015e628f2a5e0188d1 | [log] [tgz] |
---|---|---|
author | Antonio Maiorano <amaiorano@google.com> | Sat Oct 12 18:35:22 2024 +0000 |
committer | Dawn LUCI CQ <dawn-scoped@luci-project-accounts.iam.gserviceaccount.com> | Sat Oct 12 18:35:22 2024 +0000 |
tree | 1aeb54945091f94d20d72eedcefcc11967b72783 | |
parent | b4f991e7eb6e73d388ec4f2a16a5e4fc1d82c11e [diff] [blame] |
HLSL-IR: Fix texture Sample and SampleLevel return type on depth textures HLSL's texture Sample and SampleLevel functions return a vector, and we must swizzle the first component when sampling a depth texture. Fixes 6 failing e2e tests. Bug: 372746408 Change-Id: I9b4e63395386e7db54abfe640f24a85e95a0f803 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/210535 Reviewed-by: James Price <jrprice@google.com> Commit-Queue: Antonio Maiorano <amaiorano@google.com>
diff --git a/test/tint/builtins/gen/literal/textureSampleLevel/1bf73e.wgsl.expected.ir.fxc.hlsl b/test/tint/builtins/gen/literal/textureSampleLevel/1bf73e.wgsl.expected.ir.fxc.hlsl index 98eaa44..fe17bd9 100644 --- a/test/tint/builtins/gen/literal/textureSampleLevel/1bf73e.wgsl.expected.ir.fxc.hlsl +++ b/test/tint/builtins/gen/literal/textureSampleLevel/1bf73e.wgsl.expected.ir.fxc.hlsl
@@ -14,7 +14,7 @@ SamplerState arg_1 : register(s1, space1); float textureSampleLevel_1bf73e() { float3 v = float3((1.0f).xx, float(int(1))); - float res = arg_0.SampleLevel(arg_1, v, float(int(1))); + float res = arg_0.SampleLevel(arg_1, v, float(int(1))).x; return res; }